Commit graph

51872 commits

Author SHA1 Message Date
Jordan Justen
7b36137642 i965 clear/draw: set renderbuffer attachment as needing depth resolve
Previously we would mark a renderbuffer as needing a depth resolve.
But, to support layered rendering, we need to look at the attachment
instead, since the attachment knows if layered rendering is being
used.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-04 11:52:38 -07:00
Jordan Justen
d44be9ed2f i965: add intel_renderbuffer_att_set_needs_depth_resolve
This function is needed to support layered rendering. With
layered rendering, the attachment stores the state of whether
layered rendering is being used.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-04 11:52:38 -07:00
Jordan Justen
814a040504 i965: add intel_miptree_set_all_slices_need_depth_resolve
This function marks all slices of a renderbuffer at a particular
level as needing a depth resolve.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-04 11:52:38 -07:00
Jordan Justen
b05b81743c i965 gen7: don't set FORCE_ZERO_RTAINDEX for layered rendering
When layered rendering is being used, we should not set
FORCE_ZERO_RTAINDEX in the clip state to allow render target
array values other than zero to be used.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:38 -07:00
Jordan Justen
20799c11eb hsw hiz: Remove x/y offset restriction for hiz
This restriction was related to programming the offset fields
of the depth buffer packet. We are now setting these offsets
to 0 now, so this restriction should no longer be required.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:37 -07:00
Jordan Justen
bf25ee2840 gen7 depth surface: program 3DSTATE_DEPTH_BUFFER to top of surface
Previously we would always find the 2D sub-surface of interest,
and then program the surface to this location. Now we always
program the 3DSTATE_DEPTH_BUFFER at the start of the surface.
To select the lod/slice, we utilize the lod & minimum array
element fields.

As part of this change, we must revert 1f112ccf:
Revert "i965/gen7: Align all depth miplevels to 8 in the X direction."

We also must disable brw_workaround_depthstencil_alignment for
gen >= 7. Now the hardware will handle alignment when rendering
to additional slices/LODs.

v2:
 * Merge with recent MOCS changes

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:37 -07:00
Jordan Justen
f3c886be1f gen7 fbo: make unmatched depth/stencil configs return unsupported
For gen >= 7, we will use the lod/minimum-array-element fields to
support layered rendering. This means that we must restrict
the depth & stencil attachments to match in various more retrictive
ways. (Now the width, height, depth, LOD and layer must match)

The reason width, height, and depth must match is that the hardware
has a single set of width, height, and depth settings (in
3DSTATE_DEPTH_BUFFER) that affect both the depth and stencil buffers.
Since these controls determine the miptree layout, they need to be
set correctly in order for lod and minimum-array-element to work
properly.  So the only way rendering can work is if the width,
height, and depth match.

In the future, if this restriction proves to be a problem (say
because some crucial client application relies on rendering to
different levels/layers of stencil and depth buffers), then we can
always work around the restriction by copying depth and/or stencil
data to a temporary buffer prior to rendering (much in the same way
that brw_workaround_depthstencil_alignment() does today for
gen < 7), but hopefully that won't be necessary.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:37 -07:00
Jordan Justen
65290a20f9 hsw hiz: Add new size restrictions for miplevels > 0
When performing hiz ops, we must ensure that the region sizes
have an 8 aligned width and 4 aligned height. We can tweak the
size for blorp hiz operations at LOD 0, but for the others we
can't. Therefore, we disable hiz for these miplevels if they
don't meet the size alignment requirements.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:37 -07:00
Jordan Justen
e3a49e1ad3 gen7 blorp depth: calculate base surface width/height
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:37 -07:00
Jordan Justen
a23cfb8648 gen7 depth surface: calculate minimum array element being rendered
In layered rendering this will be 0. Otherwise it will be the
selected slice.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:37 -07:00
Jordan Justen
08ef1dde1b gen7 depth surface: calculate LOD being rendered to
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:37 -07:00
Jordan Justen
bc1acaa426 gen7 depth surface: calculate depth (array size) for depth surface
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.

Note: Cube maps are treated as 2D arrays with 6 times as
many array elements as the cube map array would have.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:37 -07:00
Jordan Justen
171e633294 gen7 depth surface: calculate more specific surface type
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.

Note: Cube maps are treated as 2D arrays with 6 times as
many array elements as the cube map array would have.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:37 -07:00
Jordan Justen
0e6be2e67b i965: init global state first in brw_workaround_depthstencil_alignment
In a future pass this will allow us to exit-early from this
routine to disable it for gen >= 7.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-04 11:52:37 -07:00
Ilia Mirkin
8edb79f1ef nv50: fix some h264 interlaced decoding on vp2
Some videos specify mb_adaptive_frame_field_flag instead of
field_pic_flag. This implies that the pic height needs to be halved, and
this field needs to be passed to the VP engine.

Cc: "9.2" mesa-stable@lists.freedesktop.org

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
2013-08-03 12:52:04 +02:00
Zack Rusin
bff0d87668 llvmpipe: don't interpolate front face or prim id
The loop was iterating over all the fs inputs and setting them
to perspective interpolation, then after the loop we were
creating extra output slots with the correct interpolation. Instead
of injecting bogus extra outputs, just set the interpolation
on front face and prim id correctly when doing the initial scan
of fs inputs.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
2013-08-02 20:12:53 -04:00
Zack Rusin
8e77e5e543 draw: make sure clipping works with injected outputs
clipping would drop the extra outputs because it always
used the number of standard vertex shader outputs, without
geometry shader or extra outputs. The commit makes sure
that clipping with geometry shaders which have more outputs
than the current vertex shader and with extra outputs correctly
propagates the entire vertex.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-08-02 20:11:18 -04:00
Zack Rusin
d6b3a193d4 draw: inject frontface info into wireframe outputs
Draw module can decompose primitives into wireframe models, which
is a fancy word for 'lines', unfortunately that decomposition means
that we weren't able to preserve the original front-face info which
could be derived from the original primitives (lines don't have a
'face'). To fix it allow draw module to inject a fake face semantic
into outputs from which the backends can figure out the original
frontfacing info of the primitives.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-08-02 20:11:18 -04:00
Zack Rusin
05487ef88d draw: stop crashing with extra shader outputs
Draw sometimes injects extra shader outputs (aa points, lines or
front face), unfortunately most of the pipeline and llvm code
didn't handle them at all. It only worked if number of inputs
happened to be bigger or equal to the number of shader outputs
plus the extra injected outputs. In particular when running
the pipeline which depends on the vertex_id in the vertex_header
things were completely broken. The patch adjust the code to
correctly use the total number of shader outputs (the standard
ones plus the injected ones) to make it all stop crashing and
work.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
2013-08-02 20:11:18 -04:00
Zack Rusin
2e46a1dcb3 draw: use the vertex size
Instead of using the magical 4 use the above computed
vertex size. Doesn't change the behavior, just makes the code
a bit cleaner.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-08-02 20:11:18 -04:00
Zack Rusin
da1a74f673 draw/llvm: add some extra debugging output
when dumping shader outputs it's nice to have the integer
values of the outputs, in particular because some values
are integers.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-08-02 20:11:18 -04:00
Zack Rusin
36096af026 tgsi: detect prim id and front face usage in fs
Adding code to detect the usage of prim id and front face
semantics in fragment shaders.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-08-02 20:11:18 -04:00
Zack Rusin
2da1daaa4e tgsi: add ucmp to the list of opcodes
we forgot to add ucmp to the list of opcodes, so it was never
generated for ureg.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-08-02 19:08:39 -04:00
Zack Rusin
2d15f4746b llvmpipe: make the front-face behavior match the gallium spec
The spec says that front-face is true if the value is >0 and false
if it's <0. To make sure that we follow the spec, lets just
subtract 0.5 from our value (llvmpipe did 1 for frontface and 0
otherwise), which will get us a positive num for frontface and
negative for backface.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
2013-08-02 15:50:16 -04:00
Matt Turner
5854883312 mesa: Use MIN3 instead of two MIN2s. 2013-08-02 09:51:57 -07:00
Matt Turner
01bdad3173 mesa: Update comments to match newer specs.
Old GL 1.x specs used 'b' but newer specs use 'p'. The line immediately
above the second hunk also uses 'p'.
2013-08-02 09:51:57 -07:00
Kenneth Graunke
9375c16e72 i965: Initialize the maximum number of GS threads on Haswell.
We'll need proper values for max_gs_threads when we eventually support
geometry shaders.  Also, we initialize it for every other platform.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-02 08:24:23 -07:00
Kenneth Graunke
a1ddbd1d7c glsl: Disallow interpolation qualifiers on non-input/output variables.
Commit 2548092ad8 switched the sense of interpolation qualifier
checks in order to permit them on geometry shader in/out variables.

In doing so, it accidentally allowed interpolation qualifiers to be
applied to ordinary variables and function parameters.

Fixes a regression in Piglit's local-smooth-01.frag.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-02 08:24:23 -07:00
Kenneth Graunke
7d2423a09e glsl: Fix NULL pointer dereferences when linking fails.
Commit 7cfefe6965 introduced a check for whether linked->Type equals
GL_GEOMETRY_SHADER.  However, linked may be NULL due to an earlier error
condition.

Since the entire function after the error path is (or should be) guarded
by linked != NULL checks, we may as well just return early and remove
the checks.

Fixes crashes in 9 Piglit tests.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-08-02 08:24:23 -07:00
Christoph Bumiller
957a2014f9 r600g: honour semantic index in fragment color exports
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2013-08-02 13:32:49 +02:00
Topi Pohjolainen
f5947c2bc7 i965: enable image external sampling for imported dma-buffers
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-02 08:56:03 +03:00
Topi Pohjolainen
20de7f9f22 egl/dri2: support for creating images out of dma buffers
v2:
   - upon success close the given file descriptors

v3:
   - use specific entry for dma buffers instead of the basic for
     primes, and enable the extension based on the availability
     of the hook

v4 (Chad):
   - use ARRAY_SIZE
   - improve the comment about the number of file descriptors
   - in case of invalid format report EGL_BAD_ATTRIBUTE instead
     of EGL_BAD_MATCH
   - take into account specific error set by the driver.

v5:
   - fix error handling

v6 (Chad):
   - fix invalid plane count checking

v7 (Chad):
   - fix indentation and reset loop counter before checking
     for excess attributes

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-02 08:56:03 +03:00
Topi Pohjolainen
3a52cd351a intel: restrict dma-buf-import images to external sampling only
Memory originating outside mesa stack is meant to be for reading
only. In addition, the restrictions imposed by the image external
extension should apply. For example, users shouldn't be allowed
to generare mip-trees based on these images.

v2 (Chad): document using full extension names, fix the comment
           style itself and emit description of error

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-02 08:56:03 +03:00
Topi Pohjolainen
0de013b619 egl: definitions for EXT_image_dma_buf_import
As specified in:

http://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_image_dma_buf_import.txt

Checking for the valid fourcc values is left for drivers avoiding
dependency to drm header files here.

v2: enforce EGL_NO_CONTEXT

v3: declare the extension as EGL (not GLES)

v4: do not update eglext.h manually but rely on update from
    Khronos instead

v5: (Eric) report invalid context as EGL_BAD_PARAMETER instead of as
    EGL_BAD_CONTEXT

v6: (Chad) fix the checking for valid hints. Before all values were
    rejected.

v7: (Chad) comment style change from

    /**
     * Multi-
     * line

    into

    /* Multi-
     * line

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-02 08:56:03 +03:00
Topi Pohjolainen
674dedc87a dri: propagate extra dma_buf import attributes to the drivers
v2: do not break ABI, but instead introduce new entry point for
    dma buffers and bump up the dri-interface version to eight

v3 (Chad): allow the hook to specify an error originating from the
           driver. For now only unsupported format is considered.
           I thought about rejecting the hints also as they are
           addressing only YUV sampling which is not supported at
           the moment but then thought against it as the spec is
           not saying one way or the other.

v4 (Eric, Chad): restrict to rgb formatted only

v5: rebased on top of i915/i965 split

v6 (Chad): document using full extension name

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-08-02 08:56:03 +03:00
Topi Pohjolainen
ee844b6660 intel: set dri image dimensions even when creating out of primes
Otherwise 'intel_set_texture_image_region()' won't have enough
details to work with.

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-08-02 08:56:03 +03:00
Topi Pohjolainen
904587ac3a intel: refactor planar format lookup
v2 (Eric): refactor both occurences, not just one

v3 (Chad): replace 0 by NULL

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-08-02 08:56:03 +03:00
Topi Pohjolainen
55162e2164 intel: do not create renderbuffers out of planar images
v2 (Chad): emit 'GL_INVALID_OPERATION' and description of error

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-08-02 08:56:03 +03:00
Topi Pohjolainen
e8568a0803 intel: allow packed prime buffers to be treated normally
v2:
   - fix earlier rebase error breaking bisect
     (loaderPriv -> loaderPrivate)

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-08-02 08:56:02 +03:00
Paul Berry
34c55b5925 main: Warn that geometry shader support is experimental.
Geometry shader support in the Mesa front end is still fairly
preliminary.  Many features are untested, and the following things are
known not to work:

- The gl_in interface block
- The gl_ClipDistance input
- Transform feedback of geometry shader outputs
- Constants that are new in GLSL 1.50 (e.g. gl_MaxGeometryInputComponents)

This isn't a problem, since no back-end drivers currently enable
geometry shaders.  However, to make sure no one gets the wrong
impression, emit a nasty warning to let the user know that geometry
shader support isn't complete.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-08-01 20:24:49 -07:00
Paul Berry
7cfefe6965 glsl: Implement rules for geometry shader input sizes.
Section 4.3.8.1 (Input Layout Qualifiers) of the GLSL 1.50 spec
contains some tricky rules for how the sizes of geometry shader input
arrays are related to the input layout specification.  In essence,
those rules boil down to the following:

- If an input array declaration does not specify a size, and it
  follows an input layout declaration, it is sized according to the
  input layout.

- If an input layout declaration follows an input array declaration
  that didn't specify a size, the input array declaration is given a
  size at the time the input layout declaration appears.

- All input layout declarations and input array sizes must ultimately
  match.  Inconsistencies are reported as soon as they are detected,
  at compile time if the inconsistency is within one compilation unit,
  otherwise at link time.

- At least one compilation unit must contain an input layout
  declaration.

(Note: the geom_array_resize_visitor class was contributed by Bryan
Cain <bryancain3@gmail.com>.)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-01 20:24:39 -07:00
Paul Berry
20ae8e0c91 glsl: Allow geometry shader input instance arrays to be unsized.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-08-01 20:24:32 -07:00
Paul Berry
c1f1d8522c glsl: Permit non-ubo input interface arrays to use non-const indexing.
From the GLSL ES 3.00 spec:

    "All indexes used to index a uniform block array must be constant
    integral expressions."

Similar text exists in GLSL specs since 1.50.

When we implemented this, the only type of interface block supported
by Mesa was uniform blocks, so we required all indexes used to index
any interface block to be constant integral expressions.

Now that we are adding interface block support for GLSL 1.50, we need
a more specific check.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-01 20:24:27 -07:00
Eric Anholt
6065a87bce glsl: Cross-validate GS layout qualifiers while intrastage linking.
This gets piglit's geometry-basic test running.

TODO: Still need to validate that the GS layout qualifiers don't get used
in places they shouldn't (like an interface block, or a particular shader
input or output)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-01 20:24:23 -07:00
Eric Anholt
010a6a8fd3 glsl: Export the compiler's GS layout qualifiers to the gl_shader.
Next step is to validate them at link time.

v2 (Paul Berry <stereotype441@gmail.com>): Don't attempt to export the
layout qualifiers in the event of a compile error, since some of them
are set up by ast_to_hir(), and ast_to_hir() isn't guaranteed to have
run in the event of a compile error.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>

v3 (Paul Berry <stereotype441@gmail.com>): Use PRIM_UNKNOWN to
represent "not set in this shader".

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-08-01 20:23:43 -07:00
Eric Anholt
624b7bac76 glsl: Parse the GLSL 1.50 GS layout qualifiers.
Limited semantic checking (compatibility between declarations, checking
that they're in the right shader target, etc.) is done.

v2: Remove stray debug printfs.

v3 (Paul Berry <stereotype441@gmail.com>): Process input layout
qualifiers at ast_to_hir time rather than at parse time, since certain
error conditions depend on the relative ordering between input layout
qualifiers, declarations, and calls to .length().

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-01 20:23:33 -07:00
Eric Anholt
f2e14238a7 glsl: Make sure that we don't put too many bitfields in ast_type_qualifier.
We do some tests of qualifiers using a union containing an int and the
struct full of bitfields, so make sure the bitfields don't spill
outside the int.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-01 20:23:28 -07:00
Paul Berry
e62ca57199 main: Fix delete_shader_cb() for geometry shaders
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-01 20:23:25 -07:00
Fabian Bieler
bd85ba08bc glsl/linker: Fail to link geometry shader without vertex shader.
From section 2.15 (Geometry Shaders) the OpenGL 3.2 spec:

    A program object that includes a geometry shader must also include
    a vertex shader; otherwise a link error will occur.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-01 20:23:21 -07:00
Fabian Bieler
8cdbe8394e mesa: Validate the drawing primitive against the geometry shader input primitive type.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-01 20:23:19 -07:00